Well apparently the class panel just concluded not long ago and here's a rundown from EQNexus:
http://www.eqnexus.com/2013/08/soe-live-day-3-everquest-next-class-system/
The big take away for me is this one little bullet point:
- Character abilities are pick and choose, weapon abilities are not.
This is a personal pet peeve of mine and it is highly opinionated but I do not like this one bit. Using GW2 as a context this was one of the worst aspects about GW2 I disliked. I do not care to have such rigid weapon abilities because it takes away choice and player freedom. In a game with only 8 abilities to place on your hotbar what happens when your favorite weapon style and aesthetic choice is not a good skill or something you may not like. An example I like to use is the two-handed sword skill for GW2 Warrior called "Whirlwind Attack", this attack is almost pointless because you already receive a "gap-closing" ability in the 5-slot, this means this skill becomes situational at best. Within a more free form skill system I would never take 2 gap closers and would much rather have another damaging ability in it's place.
It's way to early to tell if this is a deal breaker for me, but I did personally not like this about GW2.
Random Forum Poster: I want an MMO that is different, original and fun.
Me: So you want something like EQN
Them: Nah dude, I want a Holy Trinity, Tab Target combat, Instanced Raiding, and Rigid classes.
Me: Double Facepalm.
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Playing: Smite, Marvel Heroes
Played: Nexus:Kingdom of the Winds, Everquest, DAoC, Everquest 2, WoW, Matrix Online, Vangaurd, SWG, DDO, EVE, Fallen Earth, LoTRo, CoX, Champions Online, WAR, Darkfall, Mortal Online, Guild Wars, Rift, Tera, Aion, AoC, Gods and Heroes, DCUO, FF14, TSW, SWTOR, GW2, Wildstar, ESO, ArcheAge
Waiting On: Nothing. Mmorpg's are dead.
They are also reiterating the no-trinity "rumor" that some are vehemently denying.
No dedicated tank or healer roles in group play. Everyone is responsible for their own safety. Combat model will not support that type of play.
Everyone gets a heal ability to ensure their "own" safety. This is going to be a trainwreck if they are cloning GW2.
Want a nice understanding of life? Try Spirit Science: "The Human History"
http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.
Yeah, I'd much rather go with the GW1 system. GW2's gives way too little flexibility.
There's always that major problem. Just like with cloning WoW. GW2 already exists.
Favorite MMO: Vanilla WoW
Currently playing: GW2, EVE
Excited for: Wildstar, maybe?
well they could probly go for weapon skills, and you can choose a few skills for this weapon. This would be better then the simple gw2 technique which gave u nnon changing abilities each weapon.
Imo i was also upset about this in gw2 it made be feel pretty bored after like level 30 and pvp level 15 or something. It also takes away uniques:/
Hopefully SOE is doing what WoW did when it was developed. Take parts of other games and improve upon.
There's some big differences between what GW2 and what EQN is trying to do. EQN is giving you more freedom to mix and match just about any class together. Unlike Guildwars where you only a had a set from each weapon then a set from your one class. EQN will be a lot more customizable.
The one thing they took away from GW2 was a way to limit what one character can do at one time. This is mandatory especially if you are going to offer 40 classes to a single character.
If I had an infinite amount of ability slots, access to the best defensive armor, and access to any spell or ability known in the world that would just not work.
I never played GW2. What's the point in giving people only 8 abilities.
Yep, this is the exact feeling I got from GW2. The group play felt like it was every man for himself instead of working together as a team.
The Brave Do Not Fear The Grave
Two reasons. Keep the controls simple and let the game be ported to the PS4.
This i dont mind as long as they keep to the premise of a game that is easy to learn but hard to master.
So here we have:
EverQuest Next Class System Updates
Sith Warrior - Story of Hate and Love http://www.youtube.com/watch?v=sxKrlwXt7Ao
Imperial Agent - Rise of Cipher Nine http://www.youtube.com/watch?v=OBBj3eJWBvU&feature=youtu.be
Imperial Agent - Hunt for the Eagle Part 1http://www.youtube.com/watch?v=UQqjYYU128E
Everyone's using GW2 as an example of why this type of system didn't work. THIS IS NOT GW2.
Before GW2, a lot of people were so excited about the trinity being gone, and how it was going to shake up the MMORPG gene gameplay. And then they got their hands on it, and got bored with the spamming after 3 weeks.
You and I both dont know how SOE is going to implement the combat system. But the people who are basing it off of one example that failed are the vocal ones.
This is not Everquest. They better just give up and call it something else. This model is not Everquests.
To be fair, that worked in EQ for a few years and quickly stopped working.
The amount of spell slots went up to 12, we got quick spell mem to instantly change out spells, and we got a bazillion abilities on top of our spells.
EQ casters have more like 40 spell slots now instead of 8 thanks to their added abilities.
there's 12 spell slots and a bazillion abilities (it's a hybrid, but same thing)
I totally disagree. I think the trinity is lazy. Combat is supposed to be chaotic and the trinity places roles upon people so that they are required to perform a specific function in a specific manner. If done better than GW2 this could increase communication because comms are needed to overcome the chaos. We shall see though.
So the thing you are quoting is from twitter.
But the line under that, I believe, is yours. Or do you have any source for that? That we indeed get a healing spell? Because that's not the impression I got.
I got the impression that you're free to fill your slots with healing spells, but you don't get a mandatory one like in GW2.
Unless you have a source for this, don't spread false information if it's just an assumption.
Favorite MMO: Vanilla WoW
Currently playing: GW2, EVE
Excited for: Wildstar, maybe?
The white regular text line was my commentary, yes. [hence not blue as highlighted]. Unless you really think SOE was also calling their own game a potential trainwreck..
Call it misinformation, but I think it's a fair inference from the blue quote, which is taken from the OP's link. If everyone is responsible for their own safety, then they are responsible for their own self-heals, ala GW2. No dedicated healers or tanks, GW2. Combat model will not support dedicated tanks or healers - no trinity .. anti-EverQuest.
Want a nice understanding of life? Try Spirit Science: "The Human History"
http://www.youtube.com/watch?v=U8NNHmV3QPw&feature=plcp
Recognize the voice? Yep sounds like Penny Arcade's Extra Credits.
MMO experience: SWG, Fury, Planetside 1&2, AoC, Warhammer, Wow, Vanguard, Firefall, SWTOR, Guild Wars 1&2, D&L, and more I can't remember
Why this conclusion? Being responsible for your safety just means you don't try to purposefully kill yourself and hope the healer heals you. Even in Trinity games DPS are expected to not stand in the fire and do stupid stuff. That statement can have as much to do with avoidance as it can with healing. It can also just indicate that the game, well, doesn't really work like that.
For instance, in many Trinity games, tanks don't survive for too long without a healer at all. In non-Trinity games, a tanky character is usually quite survivable in general, without necessarily being healed all the time. Because damage is readjusted so the tank is not constantly eating half his entire hp bar worth of damage.
Furthermore, how would the heal fit into the current paradigm? I presume 4 slots for weapon skills, 4 slots for class skills, where does the heal go? It's not a weapon skill. Unless it's 3 slots for weapon skills, 1 heal skill, and 4 for class skills or something. But a heal makes a lot more sense as a class ability.
Also, nothing prevents you from making a character that has all healing abilities.
Favorite MMO: Vanilla WoW
Currently playing: GW2, EVE
Excited for: Wildstar, maybe?
This is OT, and I'm not having a go at anyone, but this highlights the need to communicate effectively very well. The use of colours by people on open forums is not a good thing. I'll add this to my collection, so thanks
Back on-topic; no trinity, no Darwa.
This is one of the things I didn't like about GW2, also. It was lame to not be able to stick with your favored weapon because the skills on it weren't as good as the skills on another. Some weapons were just unwieldy in GW2 because of this system.
They did say, though, that each class gets different skills with each weapon or something. So, maybe that will deflect some of the lockdown to a degree, and open up a little more flexibility. Hopefully, with mix-and-match class system/abilities, they'll find a way to make the weapon skills somewhat mix-and-match alongside.
Personally, I'm okay with the limited hotbar and having to pick and choose your abilities to put on the bar, but I do not like the forced weapon system.
That's not due to the combat style. It's because GW2 is a bad mmo and there really isn't a point to all the fighting. If you had actual goals that mattered and required teamwork...players would work together because they had to.